/Engine/Source/Runtime/AIModule/Classes/Perception/PawnSensingComponent.h
SensingComponent encapsulates sensory (ie sight and hearing) settings and functionality for an Actor, allowing the actor to see/hear Pawns in the world. It does nothing on network clients.
class UPawnSensingComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)
uint32: 1
bEnableSensingUpdates
If true, component will perform sensing updates.
uint32: 1
bHearNoises
If true, we will perform audibility tests and will be notified when a Pawn makes a noise that can be heard.
uint32: 1
bOnlySensePlayers
If true, will only sense player-controlled pawns in the world. Default: true
uint32: 1
bSeePawns
If true, we will perform visibility tests and will trigger notifications when a Pawn is visible.
float
HearingMaxSoundAge
Max age of sounds we can hear. Should be greater than SensingInterval, or you might miss hearing some sounds!
float
HearingThreshold
Max distance at which a makenoise(1.0) loudness sound can be heard, regardless of occlusion
float
LOSHearingThreshold
FHearNoiseDeleg...
OnHearNoise
Delegate to execute when we hear a noise from a Pawn's PawnNoiseEmitterComponent.
FSeePawnDelegat...
OnSeePawn
Delegate to execute when we see a Pawn.
float
PeripheralVisionAngle
How far to the side AI can see, in degrees.
float
PeripheralVisionCosine
Cosine of limits of peripheral vision. Computed from PeripheralVisionAngle.
float
SensingInterval
Amount of time between pawn sensing updates.
float
SightRadius
Maximum sight distance.
FTimerHandle
TimerHandle_OnTimer
Handle for efficient management of OnTimer timer